Akiko Minase (Eternal Fighter Zero)
Akiko is a supporting character from the visual novel Kanon and is the mother of Nayuki. She takes care of the Minase household and does possess an unspecified job somewhere. She is typically an exceptional cook, with one odd exception. Her "special" jam is well known by those that have tasted it to have a terrible taste, leading others to actively try and avoid it whenever she brings it out without actually hurting her feelings.
Akiko's fighting style is focused largely around her housekeeping skills, with her producing a wide variety of cleaning and cooking objects.
 Command List
 Basic Weak Attacks
A simple punching jab that can hit up to four times and misses the fifth. Basic A attack. Good for combos.
Strikes low with a feather duster that can hit up to five times and misses the sixth. More damaging than her basic A and good for guard happy targets.
A (midair)(also possible from any dash exit)
Akiko whips out a soup ladle in front of her. Has slightly better range than a normal A aerial attack but the angle is horizontal, making it harder to use as a ground approach. Using it out of a dash is not advised because Akiko's dash tends to put her too high to hit a ground target with followup A moves.
 Basic Mid Attacks
Whacks a frying pan into the targets face. Fast and strong; an ideal B combo move.
Akiko tosses some stir fry in a pan. The range of this is quite deceptive, making it a good poke move and it can hit airbourne targets quite easy too. Of course, it also makes for a good combo attack too.
Akiko wipes the floor with a rag. Again, the range is deceptive as the attack hits further than it looks. Good combo move; will link into B (far) easily.
B (midair)(also possible from any dash)
Akiko spins a broom around before poking it forward. Great range and fast. It's also good to use coming out of a dash due to its hitting at any angle. Can be jump cancelled to extend an aerial combo and tag a C (midair) onto it.
 Basic Strong Attacks
A stab with a kitchen knife. The range of this is lower than the average C move and slightly lower than her B (far) move, which can actually lead to some misses in long combos. Start combos right next to the target if using this. Can be special move cancelled on hit for followups.
Akiko cleans the floor in front of her with a vacuum. Better range than C but causes knockdown. Can also be special move cancelled on hit, but if you're too far away then followups will miss as the target hits the floor.
C (midair)(also possible from any dash)
Akiko pulls out a spin dryer machine which produces a mini vortex at a 45 degree angle down. A good way to approach from the air. Doesn't work from Akiko's shortest ground dashes because she hits the floor before the attack executes. Works from longer dashes but 66B works better for this purpose.
6C (close, ground)
Akiko plants the target into a dustbin and launches it behind her.
6C (close, air)
Akiko grabs the target and then drops a heavy rock on them.
44 or 66 (ground)
Akiko's back dash is fast and very short. She vanishes and reappears a moment later a short distance back. Good for dodging close range attacks and remaining in touch for counters. Her forward dash is harder to use. She vanishes and only reappears when the dash ends. During this she leaps at a 45 degree angle, which can leave her at an awkward angle to attack. Holding 6 lets her travel further.
44 or 66 (midair)
Basic dashes. Akiko travels some distance in either direction. She can perform two dashes in the air before landing. Dashing will prevent any further jumps until landing even if Akiko had not air jumped yet.
 Special Attacks
236 + A,B or C
Akiko holds a box on her shoulder and fires a variety of food items. This move can produce one of three attacks, and Akiko will cycle through them with each use. The first two attacks hit across approx 3/4 of a screen width and the final attack 1/2 a screen. A decent ranged option but her B may be better.
Akiko holds a box on her shoulder and fires a variety of food items. This move can produce one of three attacks, and Akiko will cycle through them with each use. Attacks 1 and 3 hit right across the screen and attack 2 approx 3/4. Attacks 2 and 3 also cause knockdown. Powerful ranged options if you want to maintain distance.
Akiko holds a box on her shoulder and fires a variety of food items. This move will choose two attacks randomly from all possible fridge attacks and fire them at the same time. Great power for a ranged assault but this does us up RF energy. B version may be a cheaper way to keep your distance.
623 + A,B or C
Akiko leaps forward extremely quickly and slashes the opponent with a kitchen knife and ends up on their other side. This attack can be move cancelled into itself on the first hit (keep the same direction, even though Akiko is now on the other side of the target) and the now airbourne target can't stop it. The speed and power makes this a nasty combo finisher.
Same as A version. Doesn't seem to be any difference.
Akiko leaps forward extremely quickly and slashes the opponent with a kitchen knife and ends up on their other side. Oddly, this is actually inferior to her A and B versions. Akiko travels further with this, but due to the angle you would only really need the range to hit airbourne targets and it makes following up with a second 623C near impossible. On top of that, it has the cheek to use RF energy. Stick to the A and B versions.
214 + A,B + C
Akiko fires a fire extinquisher in front of her. Doesn't actually cause damage, terrible range and really doesn't do much else. Not worth using over her other attacks.
Same as A. Equally pointless.
Hits across the whole screen and causes good damage on impact. However, it uses RF energy for something that isn't any better than her 236B. Still best to avoid the move.
41236 + A,B or C
Akiko draws in her target with a large vacuum that drags the opponent across 1/3 of the screen. If the opponent gets caught then they are subsequently blown out of the chamber as Akiko jumps away. A really powerful move ideal for a combo finisher but there are no chances for followup.
Akiko draws in her target with a large vacuum that drags the opponent across 1/2 of the screen. If the opponent gets caught then they are subsequently blown out of the chamber as Akiko jumps away. More or less same effectiveness as A with the same damage. The extended range doesn't matter because smart players don't get caught by this at a distance.
Akiko draws in her target with a large vacuum that drags the opponent across 2/3 of the screen. If the opponent gets caught then they are subsequently blown out of the chamber as Akiko jumps away. More powerful version of the move. Uses RF energy but might as well finish with it, as Akiko isn't too concerned with using up her RF energy for too many other moves.
 Eternity Specials
236236 + A,B or C (Requires 1-3 bars of SP power)
Uses 1 SP bar. Akiko grabs a red car behind her and then slams it down in front of her. Slightly less range than what it looks but it does have good power and speed, plus 1/2 range still isn't bad. A good move.
Uses 2 SP bars. Basically a stronger version of A and hits across 3/4 of the screen. Akiko slams a silver car this time.
Uses 3 SP bars. Akiko slams a lorry in front of her for high damage that hits across the entire length of the screen. Not as much vertical height as it seems though so be careful of that when using. This is Akiko's best eternity special.
214214 + A,B or C (Requires 1-3 bars of SP power)
Uses 1 SP bar. Akiko pokes the target, causing some damage and preventing the opponent from using dashes until the onscreen timer is empty. Crap range, crap power and a fairly pointless status change on the target.
Uses 2 SP bars. Akiko pokes the target, causing some damage and preventing the opponent from using dashes and special moves until the onscreen timer is empty. Effect is slighty better but the same crap range and power as A version. Worthless.
Uses 3 SP bars. Akiko pokes the target, causing some damage and preventing the opponent from using dashes, special moves and jumps until the onscreen timer is empty. Can make the target more vulnerable to assaults but the same crap range and power as A. Worthless waste of SP energy.
641236 + A,B or C (Requires 1-3 bars of SP power)
Uses 1 SP bar. Reduces the movement speed of your opponent for approx 3 seconds. Not really enough time to do anything significant.
Uses 2 SP bars. Reduces the movement speed of your opponent for approx 5 seconds. Slightly bigger window but not worth 2 SP bars.
Uses 3 SP bars. Reduces the movement speed of your opponent for approx 7 seconds. Can make landing combos or throws easily, but all 3 SP bars for 7 seconds where the opponent can still move, guard and counter with proper timing isn't worth it.
 Final Memory
2A2BC (Requires 3 SP bars and 1/3 health remaining)
Akiko strikes a pose before vanishing and reappearing next to the opponent. If successful the screen blacks out for a moment before we are greeted to a view of the opponent at a breakfast table eating some of Akiko's special jam on toast. A screen whiteout follows, and then we see the opponent in a knockdown state, missing a notable amount of health.
This is a grab that doesn't require you to be anywhere near the opponent. Hits almost anywhere along the ground at great speed, with the only safe spots being right up against a wall or in the air. Powerful and can't be punished if it does miss. One of the best final memory attacks.
If you're struggling with the timing then note that Akiko must perform her normal A and B attacks during the input sequence, with the C command input right at the start of her tossing the stir fry up. If she does a crouching attack then you messed up the input. Try again and make sure you let go of 2 each time and input C quickly after B.
 Countering Close Range
Approach from the air with B or C. Long range, high priority, multiple hit moves are a key way to approach close range fighters. 66B can work as well, but do bare in mind that this basically means all of Akiko's good approaches are from an aerial position. Be careful of characters with good antiair attacks.
If you want then you can back off and use 236B as a ranged attack, which can either let you hang back and force the target to come to you or just to mess with the opponent to create your own opening.
 Countering Projectiles
Your only real option is to try and come in from the air. 236B may not be quick enough against characters that specialise in ranged assaults.
 Basic Comboing
66B to approach and then going into 2A,2B,2B,2C works as a simple combo. You can try move cancelling the last move into 623B,623B for some extra damage, but make sure you do it quick or you'll miss. Can try something like A,A,B,B,41236C as well for a good damaging combo. It's not worth trying to put her basic C into a good combo as the range tends to screw you over.
Don't concern yourself about trying to use IC. Few of Akiko's ending strikes are capable of IC, and some that are either link naturally already or can be special move cancelled. You don't get anything out of ICing with Akiko so let her use her reinforce attacks.
|Characters Of Eternal Fighter ZERO|
|AIR||Kanna ~ Kano Kirishima ~ Minagi Tohno ~ Misuzu Kamio|
|Kanon||Akiko Minase ~ Ayu Tsukimiya ~ Kaori Misaka ~ Mai Kawasumi ~ Makoto Sawatari ~ Mishio Amano ~ Nayuki Minase (asleep) ~ Nayuki Minase (awake) ~ Sayuri Kurata ~ Shiori Misaka|
|ONE||Akane Satomura ~ Doppel Nanase ~ Mayu Shiina ~ Mio Kouzuki ~ Misaki Kawana ~ Mizuka Nagamori ~ Rumi Nanase ~ UNKNOWN|